A playable demo for Conjurers is now available on Steam, with the full game published through indie.io. Developed solo by Carl Treadway, Conjurers is a turn-based tactics game that fuses deckbuilding with terrain-driven combat, where every card played summons a creature directly onto the battlefield.

Eight rival Conjurers wage war for control of the Zodiac, each one bound to a distinct creature type. Defeat one and their constellation gets ripped from their command, its creatures absorbed into your growing deck. That's the engine driving every fight forward. Victories don't just advance the campaign, they permanently reshape what you're working with. New creatures mean new cards, new synergies, and new ways to approach the battles ahead. The goal is to claim every constellation and unite the full Zodiac of 60 animated creatures and hybrids, drawn from types like Humans, Prowlers, Hoofed Beasts, Winged Beasts, Lizards, Serpents, and Polypods. Only then can you rise to challenge the Immortal Aquarius.

Combat plays out on tactical battlefields where terrain is an active force, not just scenery. High ground, hazards, and layout all affect creature power, movement, and utility, forcing constant adaptation. Positioning matters as much as what's in your hand. Every card placement can shift the flow of an encounter, and rival Conjurers hold positional advantages you need to contest rather than ignore. Timing, terrain reading, and careful planning determine who walks away with a new constellation and who loses theirs.
Deckbuilding feeds directly into battlefield control. As your collection of creatures expands through conquest, so do your strategic options. Different creature archetypes can be combined into hybrid monsters that blend strengths and unlock new tactical roles. A Hoofed-Human becomes a Minotaur. A Polypod-Prowler forms a Manticore. A Winged-Lizard gives rise to a Dragon. These aren't cosmetic variations. Each hybrid reshapes how you build your deck and what you can do on the field, encouraging experimentation as the campaign progresses. Creatures also persist across battles, gaining experience and leveling up as they fight, so the army you build carries weight from one encounter to the next.

The demo walks players through a guided tutorial before opening into a series of Conjurer battles that showcase the core loop, culminating in a boss encounter designed to test everything learned across the battlefield. The full game features three intense boss battles built to punish poor positioning and careless deckbuilding, alongside a scalable AI opponent. At level one, the AI plays simply and attacks directly. At level three, it chains spells and plans for long-term advantage. At level five, it considers every card, creature, and order of play.
Conjurers builds its tension through accumulation. Each conquered constellation adds weight to your deck while narrowing the field of remaining rivals, steadily raising the stakes as you approach the Zodiac's completion and the confrontation with Aquarius that waits at the end.


